Trick Shot
Trick Shot[edit | edit source] | |
|---|---|
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| Rogue - Active - Ranged Attack - Projectile - Exhaust | |
| Energy Cost | 50 (Initial) |
| Cooldown | None |
| Use Time | 0.38 s |
| Crit Chance | 10% |
| Ailment Chance | 10% |
|
Throws a hidden blade dealing 13 - 18 Pierce Damage. Infinite Penetration. 10m Projectile Range. | |
Trick Shot is an Active Rogue Mastery Skill in Titan Quest 2 (TQ2). It throws a piercing projectile with infinite penetration and solid reach, suitable for high-speed ranged builds and status application.
This Skill is available after spending 0 Divinity Points in Rogue Mastery Divinity.
Titan Quest 2 Trick Shot Guide
- Excellent core skill for early Rogue builds due to infinite penetration and quick animation speed, allowing you to hit aligned enemies efficiently.
- Works extremely well alongside
Marksmanship
, which increases both Projectile Damage and Speed, improving Trick Shot’s overall lethality. - Combos naturally with
Rain of Arrows
from Warfare Mastery for area clearing while Trick Shot picks off high-value targets from long range. - Apply Bleed and Poison ailments reliably when supported by passives like
Deadly Affliction
and
Volatile Concoction
. - Pairs well with Storm Mastery abilities like
Call Lightning
to add AoE burst while maintaining safe ranged distance with Trick Shot. - Due to its fast use time, Trick Shot is ideal for weaving in between cooldowns of high-impact skills like
Shadow Arts
or
Leap
from Warfare Mastery.
Titan Quest 2 Trick Shot Modifiers
Modifiers in Titan Quest 2 can change the way that certain skills work, and each one requires a certain amount of Capacity in order to slot it. Max Capacity increases as you place more and more Skill Points into any given skill, allowing you to slot more Modifiers to further improve the chosen skill.
Trick Shot has a maximum Capacity of 10.
| Modifier | Capacity | Ranks | Effect |
|---|---|---|---|
| 1 | 10 | 10% more Damage per rank. | |
| 1 | 3 | Stuns Channeling enemies for 1.5s. | |
| 1 | 5 | Deals 50% more Damage to Channeling enemies. | |
| 1 | 5 | 100% more Ailment Chance.
+2 Energy Cost. | |
| 1 | 5 | 50% more Critical Hit Chance.
+2 Energy Cost. | |
| 1 | 5 | 2% added Base Critical Hit chance. On Critical Hits, you have a 10% chance to cause Rupture.
+2 Energy Cost. | |
| 1 | 5 | On hit apply a debuff for 2s (non-stacking)
with a 30% Bleed Chance every second. +2 Energy Cost. | |
| 1 | 1 | Instead fires your Weapon Projectile dealing
130% Weapon Damage. 200% more Projectile Speed. Requires Spear, Dagger or Ranged Weapon. Incompatible with: Shadow Dagger | |
| 1 | 5 | Consumes Doom on target to deal 2% more Damage per stack.
(Max: 20, Duration: 3s — target takes Vitality Damage when it expires) | |
| 1 | 5 | Deals 15% more Damage to your Mark. | |
| 1 | 1 | Turns into a spell and fires a Shadow Dagger dealing Pierce Damage.
Tags: +Shadow, +Spell, -Ranged Attack Incompatible with: Ranged Weapon |
Rogue Mastery Active Skills
